- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously
#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf
[CL 22634973 by alexis matte in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
- Support different types of lights.
- Set the scene components mobility in the pipeline.
- Made a generic macro to apply an attribute to a FProperty where the attribute and property names can be different. Supports nested script structs.
- Renamed ApplyAllCustomAttributeToAsset to ApplyAllCustomAttributeToObject.
- Added support for Camera physical attributes (focal length, sensor width & height) from FBX.
#rb Alexis.Matte, Julien.StJean, Richard.TalbotWatkin
#preflight 615cb7b1bb992a0001e1ecc4
[CL 17728564 by JeanMichel Dignard in ue5-main branch]
Added some function to query the texture compiler to see if a texture is being compiled.
#jira UETOOL-3856
#rb Alexis.Matte
#preflight 61264df145848f0001473a6b
[CL 17318068 by Julien StJean in ue5-main branch]
- Renamed Target Asset Uids to Target Node Uids and used it bidirectionaly.
- Target Node Uids is mutable so that a const node graph (translated nodes) can still track which factory nodes its being used by.
- Only register the actor components in the Interchange completion task so that we know that the assets are ready.
- Added transform compensation for FBX cameras and lights.
#rb Alexis.Matte
[CL 17317045 by JeanMichel Dignard in ue5-main branch]
- Added a new project setting to use Interchange for "import into level"
- It currently only spawns empty actors, in hierarchy, with the correct transforms.
#rb Alexis.Matte, Richard.TalbotWatkin, Julien.Stjean
[CL 17117529 by JeanMichel Dignard in ue5-main branch]
Changed the texture payloads so that they use the new unique buffer.
Refactored the blocked texture payload and the UDIM translator to support the new payload.
Added some functions to the FTextureSource so that it can receive a FSharedBuffer instead of copying the data into the payload.
Removed the const requirement from the UInterchangeFactoryBase main functions. It was needed so that I can store the texture payload in the function CreateAsset and then consume it in the function PreImportPreCompletedCallback. Also reporting messages in the factory does affect the state of the factory.
The Interface IImageWrapper has a new function to get the raw data into an ArrayView. For now the interface provides a default implementation but I would like to make it abstract when all the existing wrapper will have an implementation for it.
#jira UETOOL-3834
#rb Alexis.Matte
#preflight 610877d603d30300010f7840
[CL 17023158 by Julien StJean in ue5-main branch]
Implemented UI tab widget for dislaying import results.
Implemented basic static mesh import, excluding collision import.
Various API tweaks, to accomodate the message passing, plus various bugfixes.
#rb Alexis.Matte
[CL 16822676 by Richard TalbotWatkin in ue5-main branch]
- Interchange per project settings allow user to create pipeline stacks and to override the pipeline selector UI
- First draft of the generic pipeline selector UI dialog
- Pipeline settings are saved in the config ini files
- The importAssetData now contains the pipelines settings so we can reuse the same settings when we will do the re import
#jira UETOOL-3440
#rb julien.stjean
[CL 16416864 by Alexis Matte in ue5-main branch]
Create a pipeline meshes utilities that allow the user to query all meshes (static, skeletal, both) and also query combined meshes (static and skeletal)
#jira UETOOL-3461, UETOOL-3462
#rb richard.talbotwatkin
[CL 16247773 by Alexis Matte in ue5-main branch]
This is useful for type that do not have any payload and justa couple properties like LOD group, joint, the scene node will be able to return his specialized type.
#jira UETOOL-3248
#rb richard.talbotwatkin
[CL 16055348 by Alexis Matte in ue5-main branch]